/Engine/Source/Runtime/Engine/Classes/Engine/AssetManager.h
If bShouldManagerDetermineTypeAndName is true in settings, this function is used to determine the primary asset id for any object that does not have it's own implementation. Games can override the behavior here or call it from other places
virtual [FPrimaryAssetId](API\Runtime\CoreUObject\UObject\FPrimaryAssetId) DeterminePrimaryAssetIdForObject ( const [UObject](API\Runtime\CoreUObject\UObject\UObject) * Object ) const